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UE PROJECTS

These are PROJECTS THAT I have worked on in Unreal Engine & C++

Current

BAMBOOZLED

Panboo2.png

​Bamboozled is a side-scrolling puzzle platformer set in ancient ruins. Players can use a variety of weapons, perform combo moves, and solve puzzles while battling hostile tribal characters on their quest to rescue a panda held captive deep within the ruins.

WEAPONS
Bamboo - Melee

Bamboo combat system with random attacks that checks if weapon damage is greater than health to trigger a cinematic finish move.

Bow - Projectile

Projectile system based on mouse X and Y input that triggers fire streaks on headshots for impactful ranged combat.

Melee-Param.png
ProjectileShooter-Param.png

Both projectile and combat systems use multiple data assets for versatility. When switching weapons, the system checks and applies the correct data, allowing full creativity in designing attacks and effects.

DODGE
Projectile Block

The projectile block system gives the player a timed reaction window to dodge. If timed correctly, the projectile won’t damage the player and can still hit enemies positioned behind them.

Combat Block

The combat block system lets melee weapons perform a straightforward blocking animation, giving the player defensive options during close-range encounters.

Block-Parm.png

Blocking is handled through a data asset, giving full customisation for both players and enemies. This system defines projectile and melee block behaviours, determines which attacks can be blocked, and specifies how the block should be performed.

Locomotion / Ability's
Locomotion

Implemented a basic locomotion system with support for crouching, giving players more control and movement variety.

safety distance

A safety distance system ensures certain weapons maintain proper spacing, preventing overlap issues, stopping bugs, and supporting balanced combat behaviour.

DOUBLEJUMP

Implemented a double jump system with regeneration and the ability to inflict damage on enemies.

2019
Combat System
Superpower (wind)
This was made by instantiating a giant sphere collider in the forward direction of the player.
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